Search found 34 matches

by yv
Sat Jul 14, 2007 5:39 pm
Forum: Beginners Help
Topic: Trilinear Interpolation leaves artifacts, but is necessary
Replies: 2
Views: 403

Material.TextureWrap[0] = ETC_CLAMP;

Good catch, Bitplane.

The texture was repeating, clamping worked great!

I am using EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR, so setting material.MaterialTypeParam to something less than 1/255 was not going to help.

This is great, thanks!

Yuri
by yv
Sat Jul 14, 2007 4:33 pm
Forum: Beginners Help
Topic: Trilinear Interpolation leaves artifacts, but is necessary
Replies: 2
Views: 403

Trilinear Interpolation leaves artifacts, but is necessary

Please have a look at this screenshot: http://vanzine.org/download/trilinear_interpolation.jpg I have to have trilinear interpolation for the noise not to be pixelated. when I set TrilinearFilter to true, I get artifacts (curves surrounding the fire volume) , if I set it to false, I get pixelation. ...
by yv
Mon Jun 25, 2007 2:24 am
Forum: Bug reports
Topic: Texture Filtering: GL_NEAREST
Replies: 10
Views: 1144

1.2 -> 1.31

I upgraded from 1.2 to 1.31
by yv
Sat Jun 23, 2007 7:57 pm
Forum: Bug reports
Topic: Pass Variable to Shader in HLSL (like fTime from Docs)
Replies: 5
Views: 1146

Issue is solved!

I have been meaning to upgrade for awhile and today got around to upgrading to 1.31. This issue has gone away! Thank you, team!
by yv
Sat Jun 23, 2007 7:56 pm
Forum: Bug reports
Topic: Texture Filtering: GL_NEAREST
Replies: 10
Views: 1144

Problem went away with version 1.31

I have been meaning to upgrade for awhile and today got around to it. This issue has gone away! Thank you, team!
by yv
Thu Jun 21, 2007 4:43 pm
Forum: Bug reports
Topic: Texture Filtering: GL_NEAREST
Replies: 10
Views: 1144

I am using a skybox, 3 textures and have meshes turned off. Using a custom scenenode instead. I will try to use glDebugger on a simple irrlicht example with a triangle and a texture and cause the filtering to be set to GL_NEAREST and see if I can actually do it.
by yv
Wed Jun 20, 2007 5:21 pm
Forum: Bug reports
Topic: Texture Filtering: GL_NEAREST
Replies: 10
Views: 1144

GL_TEXTURE_MIN_FILTER=GL_NEAREST_MIPMAP_NEAREST

I ran gDEBugger and discovered the following texture filtering settings on my noise lookup textures: GL_TEXTURE_MIN_FILTER=GL_NEAREST_MIPMAP_NEAREST GL_TEXTURE_MAG_FILTER=GL_NEAREST While it should be: GL_TEXTURE_MIN_FILTER=GL_NEAREST GL_TEXTURE_MAG_FILTER=GL_NEAREST My code simply calls the Irrlich...
by yv
Wed Jun 20, 2007 1:57 pm
Forum: Bug reports
Topic: Pass Variable to Shader in HLSL (like fTime from Docs)
Replies: 5
Views: 1146

Variables are USED in shader code, but still getting errors

Provided shader code for inspection, please take a look.
by yv
Wed Jun 20, 2007 12:43 am
Forum: Bug reports
Topic: Texture Filtering: GL_NEAREST
Replies: 10
Views: 1144

GL_NEAREST still not being set?

I have looked at the code in the opengl driver source and can say that GL_NEAREST are being set for my material with 3 textures if I disable bilinear and trilinear texture filtering and set the mipmap creation to false. But why does my texture still look exactly as if GL_NEAREST was never set? I wil...
by yv
Tue Jun 19, 2007 11:26 pm
Forum: Bug reports
Topic: Texture Filtering: GL_NEAREST
Replies: 10
Views: 1144

GL_NEAREST_MIPMAP_NEAREST is causing this

I tested it in RenderMonkey and it is in fact GL_NEAREST_MIPMAP_NEARESTon one of the dependable texture reads that is causing this. I don't however know how to disable mipmaps. What I tried below did not have any effect. driver->setTextureCreationFlag(E_TEXTURE_CREATION_FLAG::ETCF_CREATE_MIP_MAPS,fa...
by yv
Tue Jun 19, 2007 6:26 pm
Forum: Bug reports
Topic: Texture Filtering: GL_NEAREST
Replies: 10
Views: 1144

Texture Filtering: GL_NEAREST

Hi, According to the irrlicht source, both Material.BilinearFilter and Material.TrilinearFilter must be set to FALSE, for the textures to be rendered with GL_NEAREST to be set for texture filtering. Unfortunately that did not work for me. Here is the image from RenderMonkey where I render Noise on a...
by yv
Sun Jun 17, 2007 11:45 am
Forum: Bug reports
Topic: Pass Variable to Shader in HLSL (like fTime from Docs)
Replies: 5
Views: 1146

Variables are not only initialized but used in an assignment

Here is my code including OnSetConstants, Vertex and Pixel Shader file: virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData) { video::IVideoDriver* driver = services->getVideoDriver(); // set inverted world matrix // if we are using highlevel shaders (the user can se...
by yv
Tue Jun 12, 2007 12:17 pm
Forum: Bug reports
Topic: Pass Variable to Shader in HLSL (like fTime from Docs)
Replies: 5
Views: 1146

Pass Variable to Shader in HLSL (like fTime from Docs)

I would like to pass a few variable to the vertex and pixel shaders within Irrlicht. When I use GLSL shaders, I can pass variables just fine. When I use HLSL shaders the simplest example from docs fails to compile. Can someone shed some light on what is going on? See me trying to pass fTime to the ...
by yv
Sat Jun 09, 2007 6:49 pm
Forum: Beginners Help
Topic: Pass Variable to Shader in HLSL (like fTime from Docs)
Replies: 3
Views: 523

Pass Variable to Shader in HLSL (like fTime from Docs)

I would like to pass a few variable to the vertex and pixel shaders within Irrlicht. When I use GLSL shaders, I can pass variables just fine. When I use HLSL shaders the simplest example from docs fails to compile. Can someone shed some light on what is going on? See me trying to pass fTime to the s...
by yv
Tue Mar 20, 2007 12:36 pm
Forum: Beginners Help
Topic: Pass texture3d to shader
Replies: 2
Views: 532

3d texture to shader

Ok. I think I can use the two texture coordinates and save xy in the first and z in the second in the vertex information and it gets correctly passed to the shader.

I was not able to find a way to pass a 3d texture (not a 2d texture) to the shader in irrlicht. Please help.

Thank you!